Virtual reality devices and accessories

ABSTRACT

Systems and methods disclosed provided a virtual reality experience, including: a set of motorized pads for coupling to feet of a user; a means of communication between the set of motorized pads and a computing environment operating a virtual reality headset; such that the set of motorized pads are configured to provide pressure on a user&#39;s feet as an avatar within a virtual environment traverses the environment. Systems and methods disclosed further provide a multiuser virtual reality experience. Systems and methods disclosed further provide a multiuser experience including generation of a common environment viewable in the virtual reality headsets; and recording a tour including audio data as the first user describes the common environment.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims benefit of priority of U.S. Provisional PatentApplication Ser. No. 61/970,512, filed Mar. 26, 2014, entitled “VIRTUALREALITY DEVICES AND ACCESSORIES”, owned by the owner of the presentapplication and herein incorporated by reference in its entirety.

BACKGROUND

Virtual Reality (VR) headsets, such as the Oculus Rift®, are poised tobecome a significant new factor in computer environments, includinggaming, virtual tourism, and the like. However, the same also present anumber of challenges. Consequently, there is a need for improvements inVR headsets and accessories.

This Background is provided to introduce a brief context for the Summaryand Detailed Description that follow. This Background is not intended tobe an aid in determining the scope of the claimed subject matter nor beviewed as limiting the claimed subject matter to implementations thatsolve any or all of the disadvantages or problems presented above.

SUMMARY

The above needs are met in various ways by systems and methods accordingto present principles.

In one aspect, the invention is directed towards a system for providinga virtual reality experience, including: a set of motorized pads forcoupling to respective feet of a user; a means of communication betweenthe set of motorized pads and a computing environment operating avirtual reality headset; such that the set of motorized pads areconfigured to provide pressure on a user's feet as an avatar within avirtual environment traverses the environment.

Implementations of the invention include one or more of the following.The means of communication may be an RF link or a wired link. The avatarmay be a player character in a videogame or a character in a virtualtour. The set of motorized pads may include a left pad and a right pad,corresponding to a user's left foot and right foot, and the set ofmotorized pads may be configured to provide pressure on the user's leftfoot as an avatar within the virtual environment steps down on theenvironment with their left foot, and where the motorized pads mayfurther be configured to provide pressure on the user's right foot as anavatar within the virtual environment steps down on the environment withtheir right foot.

In another aspect, the invention is directed towards a method ofproviding a multiuser virtual reality experience, including: configuringa server to communicate with a first user computing environment, thefirst user computing environment coupled to a first virtual realityheadset, the first user computing environment configured to generate afirst avatar corresponding to the user, the first avatar situated withina common environment viewable in the first virtual reality headset; andconfiguring a server to communicate with a second user computingenvironment, the second user computing environment coupled to a secondvirtual reality headset, the second user computing environmentconfigured to generate a second avatar corresponding to the user, thesecond avatar situated within the common environment viewable in thesecond virtual reality headset.

Implementations of the invention may include one or more of thefollowing. The method may further include configuring the server toallow the first user to provide a tour to the second user. Theconfiguring the server to allow the first user to provide a tour to thesecond user may include configuring the server to cause the secondavatar to automatically follow the first avatar as the first avatarmoves within the common environment. The server may be a socialnetworking server. For example, where the server is a server of a socialnetworking site, the same may allow the first user to indicate entrieson a social networking page corresponding to the first user, and toprovide audio commentary before, during, or after, the indication. Thetour and the audio commentary may be recorded for later playback. Theindication of entries may be via the first avatar pointing at an assetcorresponding to the entry. The entries may include textual entries,audio entries, photographic entries, or video entries. The method mayfurther include receiving an asset from a third-party source distinctfrom the social networking page corresponding to the first user, andconfiguring the server to allow the tour to include the received asset.

In another aspect, the invention is directed towards a non-transitorycomputer readable medium, including instructions for causing a computingenvironment to perform the above method.

In another aspect, the invention is directed towards a method ofproviding a multiuser virtual reality experience, including: configuringa server to communicate with a first user computing environment, thefirst user computing environment coupled to a first virtual realityheadset, the first user computing environment configured to generate acommon environment viewable in the first virtual reality headset; andrecording a tour including audio data as the first user describes thecommon environment.

Implementations of the invention may include one or more of thefollowing. The server may be a server of a social networking site, andthe common environment may include visual depictions of entries from asocial networking page corresponding to the first user, and the methodmay further include configuring the server to allow the first user toindicate the entries and to provide audio commentary before, during, orafter, the indication.

This Summary is provided to introduce a selection of concepts in asimplified form. The concepts are further described in the DetailedDescription section. Elements or steps other than those described inthis Summary are possible, and no element or step is necessarilyrequired. This Summary is not intended to identify key features oressential features of the claimed subject matter, nor is it intended foruse as an aid in determining the scope of the claimed subject matter.The claimed subject matter is not limited to implementations that solveany or all disadvantages noted in any part of this disclosure.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a flowchart of a method according to present principles.

FIG. 2 is a schematic illustration of a system according to presentprinciples.

FIG. 3 is another schematic illustration of a system according topresent principles.

FIG. 4 is another schematic illustration of a system according topresent principles.

FIG. 5 is another flowchart of a method according to present principles.

FIG. 6 is another schematic illustration of a system according topresent principles.

Like reference numerals refer to like elements throughout. Elements arenot to scale unless otherwise noted.

DETAILED DESCRIPTION

VR headsets, while providing high degrees of immersion, can also be verydisorienting to a user. Accordingly, it can be helpful to users to haveplayer character (PC) avatars move at a slow rate through the onlineenvironment. If a game or online environment is designed for VR, thenthe PC speed within the environment can be designed to be slow or belowa predetermined threshold, e.g., less than 5 mph or 10 mph as measuredwithin the online environment. If the game environment or gameapplication is being retrofitted for VR, then the PC speed can be sloweddown to the levels described.

Another disorienting aspect is that one typically games or performsvirtual tourism while sitting down, while the PC is walking aroundwithin the online environment. This can be disorienting too, if for noother reason than the height differential between standing and sitting.

Various solutions are available. In one implementation, and referring tothe flowchart 10 of FIG. 1 and the schematic diagram of the system 20 ofFIG. 2, motorized pads 32 and 34 may be placed on the feet of a user 18and interfaced with the game engine 28 running on a computingenvironment 22. Alternatively, a frame buffer 26 may read the display 24and estimate when character appendages (responsible for movement) arestriking a surface. The estimation may be performed by a VR module 36running on the computing environment, or alternatively the VR module mayrun within a VR headset. When the user walks through the environment,the motorized pads sequentially push up on the pads of the feet of thewearer. The interfacing may be, but is not limited to be, such that whenthe PC's left foot makes a step in the online environment, the leftmotorized pad is activated. When the PC's right foot makes a step, theright motorized pad is activated. Speed changes may be recognized, ascan force with which a foot strikes the surface, e.g., whether the useris walking delicately or running hard. Standing in place can besimulated by relatively constant pressure on each foot (leaning may alsobe accommodated). The motorized pads may be conveniently disposed on asurface on which a user rest their feet, or within footwear.

In one method, a signal may be received from the game engine that acharacter is moving (step 12), and in some cases the signal may evenindicate whether a left foot or right foot is currently moving. In somecases the movement, and/or a particular appendage moving, may bedetected using a frame buffer analyzing the display (step 14). A VRmodule, or other input/output module within the game, may then providean impression on the feet of the user corresponding to the movement ofthe player character within the game or other virtual environment (step16). Such an impression may be performed using, e.g., a motorized pad.

It is noted that the accuracy of the motorized pads need not be perfect.So long as the user generally feels forces against their feet, theimmersion may be maintained.

Another disorienting factor comes from the lack of vision outside of theVR headset, and in particular the aspect that if a user moves theirhands up in front of their face, they do not see their hands. Whileseveral hand and body sensors exist and can be used to detect when handsshould be rendered, such as generally complicated and too expensive formost users. Accordingly, in a system 30 illustrated in FIG. 3, a simplelow resolution camera 42, mounted on the VR headset 38, may be employedto detect the approximate position of the user's hands and feed the sameinto the game engine to allow for the rendering of “approximate”versions of the user's hands.

Various benefits inure to such systems. First, the system may scale tohigher resolutions as cameras become higher resolution, cheaper, andlighter (weight is an important factor for inclusion onto a headset).Camera position on a headset is convenient for visualization as there isunity in that what the camera sees is the same as what the user wouldexpect to view from their eye position within the headset.

Another important application concerns multiplayer uses. In particular,and referring in particular to the system 40 depicted in FIG. 4, twousers 18A and 18B may each have a respective VR headset 38A and 38B andmay be in data communication with each other via a communications link44, e.g., over the Internet, Bluetooth, LAN, WLAN, cellularcommunications, NFC, or any other sort of communications technologyexisting now or developed later. The client application on each person'ssystem, e.g., computing environments 46A and 46B, respectively, whichcontrol operations on VR headsets 38A and 38B, may be a thin client or asubstantial one. It is noted here that the headsets 38A and 38B may alsobe embodied by augmented reality (AR) headsets as well. In addition, theheadsets may well incorporate all the computing functionality needed toperform the applications described here; this may be particularly trueas processor power continues to increase along with miniaturization. Thesystems and methods according to present principles may work well withboth types of systems.

Alternatively, the client systems may communicate via a web applicationor a hybrid system where one user employs a standalone client andanother a web application. The web application or standalone client mayform a portion of a network such as a social network wherecommunications occur over one or more network servers 48. For example, aFacebook® application may employ VR headsets and users may be therebyenabled to communicate with each other. In this system, where previouslymembers would communicate with each other via Facebook video or voicechatting, a VR communication application may advantageously takeadvantage of the virtual reality SDK, e.g., Oculus Rift® SDK, to performsimilar functionality.

However, in systems and methods according to current principles, usersmay go far beyond just seeing each other. For example, each user mayhave associated therewith an avatar, and various levels of avatarcustomization can be allowed. In some cases, a selection of hairlengths, hair colors, facial shapes, skin colors, body types, heights,eye colors, and the like, may be employed to allow customization of anavatar. In more advanced implementations, users may be permitted tosubmit photographs of their head or their entire body to allow athree-dimensional reconstruction of the same to be created and employedin the simulation.

In a particular implementation of a VR simulation within a socialnetwork, a “page tour” functionality is enabled where users can givetours of their social networking page to a friend or other reviewer.Users may even record (within the application) a video of such tours, sothat others may be enabled to view the recorded tour at theirconvenience. In a page tour, a first user leads a second user on a tourof the events chronicled on the first user's social networking page. Forexample, the users may appear to walk down a timeline, with variouspictures at respective various locations in time. The first user maypoint out aspects of the photos or videos to the second user, and one orboth users may “teleport” to other pages by following links on the firstuser's social networking page. For example, if in the past the firstuser “checked in” at the Eiffel Tower in France, and the first user wasgiving a tour including that check in to a second user, the first user(or the second user) may click on a link to view a third-partythree-dimensional reconstruction of the Eiffel Tower, so as to allow thefirst user to give a tour of the Eiffel Tower to the second.

In the same way, the first user may “teleport” to a relative's page topoint out various family members or the like.

Other variations will also be understood. For example, the background ofthe virtual reality seen may not be just “black” or static. For example,if the first user is giving a tour of friends to a second user, Frenchscenes may provide a backdrop, and French music may be played as anaudio file.

In a general implementation, as shown in the flowchart 50 of FIG. 5, afirst step is that users become (or already are) friends on a socialnetwork, or are otherwise associated within a network, such that asecond user is allowed to view aspects and personal information of thefirst user (step 52). Alternatively, a first user may invite the seconduser to a tour.

Using virtual reality or augmented reality, the users become co-located(step 54), such that each can see the other, e.g., via the avatarsdescribed above, or in other ways. The first user then commences to givea virtual reality tour of the assets available to them, e.g., on aFacebook timeline (step 56). As noted, third-party assets may beincorporated if desired, e.g., to give a virtual tour of the Eiffeltower.

The tour may be in real-time, with both users using virtual realityheadsets at the same time, or the first user may record their tour forplayback in virtual reality to one or more other users at a later time.For example, such may afford the opportunity for a first user to recorda life tour for playback to relatives, friends, and loved ones, e.g., aspart of a genealogical history or autobiography. The same may be used inhospice situations to record a life history. The same may also form partof an ongoing VR journal.

Other variations will also be understood. For example, and referring tothe system 60 of FIG. 6, the immersive headsets described above mayadvantageously be combined with CPAP machines. In particular, CPAPmachines are known to have a low degree of patient compliance because oftheir uncomfortable character. However, if the VR headset is made largeenough, e.g., to envelop the user's nose, as illustrated in theimplementation 66, an oxygen supply can be directed through nozzles intothe user's nose, performing a positive pressure process, andaccomplishing the goals of prior CPAP machines. Alternatively, nozzles44 may be coupled to the headset 62 but located exterior thereof, e.g.,below the headset via pressure hoses 68, so as to allow engagement orpositioning adjacent the nasal canal of a user. In use, the same methodis performed, with the nozzles directing a positive flow of air oroxygen into the nose of the patient, allowing positive pressure, andaccomplishing the goal of prior CPAP machines.

Other variations will also be understood. For example, while VR deviceshave been disclosed, systems and methods according to present principlesmay also be implemented within the context of AR devices.

In addition, it is noted that systems and methods according to presentprinciples can generally not be performed without an appropriatecomputing environment configured to perform the steps disclosed here. Inaddition, by performing the steps as described, the computingenvironment is able to operate in a more efficient manner than virtualreality or augmented reality systems of the prior art.

The system and method may be fully implemented in any number ofcomputing devices. Typically, instructions are laid out on computerreadable media, generally non-transitory, and these instructions aresufficient to allow a processor in the computing device to implement themethod of the invention. The computer readable medium may be a harddrive or solid state storage having instructions that, when run, areloaded into random access memory. Inputs to the application, e.g., fromthe plurality of users or from any one user, may be by any number ofappropriate computer input devices. For example, users may employ akeyboard, mouse, touchscreen, joystick, trackpad, other pointing device,or any other such computer input device to input data relevant to thecalculations. Data may also be input by way of an inserted memory chip,hard drive, flash drives, flash memory, optical media, magnetic media,or any other type of file-storing medium. The outputs may be deliveredto a user by way of a video graphics card or integrated graphics chipsetcoupled to a display that maybe seen by a user. Alternatively, a printermay be employed to output hard copies of the results. Given thisteaching, any number of other tangible outputs will also be understoodto be contemplated by the invention. For example, outputs may be storedon a memory chip, hard drive, flash drives, flash memory, optical media,magnetic media, or any other type of output. It should also be notedthat the invention may be implemented on any number of different typesof computing devices, e.g., personal computers, laptop computers,notebook computers, net book computers, handheld computers, personaldigital assistants, mobile phones, smart phones, tablet computers, andalso on devices specifically designed for these purpose. In oneimplementation, a user of a smart phone or Wi-Fi-connected devicedownloads a copy of the application to their device from a server usinga wireless Internet connection. An appropriate authentication procedureand secure transaction process may provide for payment to be made to theseller. The application may download over the mobile connection, or overthe WiFi or other wireless network connection. The application may thenbe run by the user. Such a networked system may provide a suitablecomputing environment for an implementation in which a plurality ofusers provide separate inputs to the system and method. In the belowsystem where movements and actions within a virtual reality environmentare contemplated, the plural inputs may allow plural users to inputrelevant data at the same time.

What is claimed is:
 1. A system for providing a virtual realityexperience, comprising: a. a set of motorized pads for coupling torespective feet of a user; and b. a means of communication between theset of motorized pads and a computing environment operating a virtualreality headset; c. such that the set of motorized pads are configuredto provide pressure on a user's feet as an avatar within a virtualenvironment traverses the environment, and d. wherein the set ofmotorized pads includes a left pad and a right pad, corresponding to auser's left foot and right foot, and wherein the set of motorized padsare configured to provide pressure on the user's left foot as an avatarwithin the virtual environment steps down on the virtual environmentwith their left foot, and wherein the set of motorized pads areconfigured to provide pressure on the user's right foot as an avatarwithin the virtual environment steps down on the virtual environmentwith their right foot, wherein a speed of providing pressure, and aforce of pressure, varies depending on whether the avatar is walking orrunning.
 2. The system of claim 1, wherein the means of communication isan RF link.
 3. The system of claim 1, wherein the means of communicationis a wired link.
 4. The system of claim 1, wherein the avatar is aplayer character in a videogame.
 5. The system of claim 1, wherein theavatar is a character in a virtual tour.
 6. The system of claim 1,wherein if the avatar is standing within the virtual environment, themotorized pads provide constant pressure on each foot.
 7. The system ofclaim 1, wherein the motorized pads are disposed on a surface on which auser rests their feet, or within user footwear.
 8. A method of providinga multiuser virtual reality experience including a page tour of a socialnetworking page, comprising: a. configuring a server to communicate witha first user computing environment, the first user computing environmentcoupled to a first virtual reality headset, the first user computingenvironment configured to generate a first avatar corresponding to afirst user, the first avatar situated within a common environmentviewable in the first virtual reality headset; and b. configuring aserver to communicate with a second user computing environment, thesecond user computing environment coupled to a second virtual realityheadset, the second user computing environment configured to generate asecond avatar corresponding to a second user, the second avatar situatedwithin the common environment viewable in the second virtual realityheadset, c. wherein the common environment includes a display of visualdepictions of entries from a social networking page, the visualdepictions including one or more links to other pages corresponding tothe entries, such that the first user is enabled to provide a page tourto the second user.
 9. The method of claim 8, wherein the server is asocial networking server.
 10. The method of claim 8, further comprisingconfiguring the server to allow the first user to provide audiocommentary before, during, or after, the page tour.
 11. The method ofclaim 10, further comprising recording the page tour and the audiocommentary for later playback.
 12. The method of claim 8, furthercomprising configuring the server to allow the first user to indicateentries on the social networking page, and wherein the indication ofentries is via the first avatar pointing at the entry.
 13. The method ofclaim 8, wherein the entries include textual entries, audio entries,photographic entries, or video entries.
 14. The method of claim 8,further comprising receiving an asset from a third-party source distinctfrom the social networking page corresponding to the first user, andconfiguring the server to allow the page tour to include the receivedasset.
 15. A non-transitory computer readable medium, comprisinginstructions for causing a computing environment to perform the methodof claim
 8. 16. A method of providing a multiuser virtual realityexperience including a page tour of a social networking page,comprising: a. configuring a server to communicate with a first usercomputing environment, the first user computing environment coupled to afirst virtual reality headset, the first user computing environmentconfigured to generate a common environment viewable in the firstvirtual reality headset; and b. recording a page tour including audiodata as the first user describes the common environment, c. wherein thecommon environment includes a display of visual depictions of entriesfrom a social networking page, the visual depictions including one ormore links to other pages corresponding to the entries, such that thefirst user is enabled to record a page tour.